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I'm now using the entire audio processing module from WebRTC as opposed to individual DSP algorithms pulled from there before. Seems to work better this way.
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
/*
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* Copyright (c) 2018 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#ifndef MODULES_AUDIO_PROCESSING_AEC3_RENDER_REVERB_MODEL_H_
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#define MODULES_AUDIO_PROCESSING_AEC3_RENDER_REVERB_MODEL_H_
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#include "api/array_view.h"
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#include "modules/audio_processing/aec3/reverb_model.h"
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#include "modules/audio_processing/aec3/vector_buffer.h"
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namespace webrtc {
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// The RenderReverbModel class applies an exponential reverberant model over the
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// render spectrum.
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class RenderReverbModel {
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public:
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RenderReverbModel();
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~RenderReverbModel();
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// Resets the state.
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void Reset();
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// Applies the reverberation model over the render spectrum. It also returns
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// the reverberation render power spectrum in the array reverb_power_spectrum.
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void Apply(const VectorBuffer& spectrum_buffer,
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int delay_blocks,
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float reverb_decay,
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rtc::ArrayView<float> reverb_power_spectrum);
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// Gets the reverberation spectrum that was added to the render spectrum for
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// computing the reverberation render spectrum.
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rtc::ArrayView<const float> GetReverbContributionPowerSpectrum() const {
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return render_reverb_.GetPowerSpectrum();
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}
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private:
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ReverbModel render_reverb_;
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};
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} // namespace webrtc.
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#endif // MODULES_AUDIO_PROCESSING_AEC3_RENDER_REVERB_MODEL_H_
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